class MyPawn extends GamePawn;
		var FinalHUD HUD;
		var vector got;
simulated event PostBeginPlay()
{

	super.PostBeginPlay();
	`Log("Custom Pawn up");

}

simulated function name GetDefaultCameraMode( PlayerController RequestedBy )
{
	`Log("Requested FirstPerson");
    return 'FirstPerson';
}


function moveit(zombiePawn a, vector b){

	 if(Role < ROLE_Authority) ServerSelectPawn(a, b);
    else zombieAI(a.Controller).SetOrders(b);
}
reliable server function ServerSelectPawn(Pawn a, vector b)
{
	`Log("Played");
	 zombieAI(a.Controller).SetOrders(b);

}

defaultproperties
{
	Components.Remove(Sprite)
	bBlockActors=false
	bCollideActors = false
	bNoEncroachCheck=false
	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
		ModShadowFadeoutTime=0.25
		MinTimeBetweenFullUpdates=0.2
		AmbientGlow=(R=.01,G=.01,B=.01,A=1)
		AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
		LightShadowMode=LightShadow_ModulateBetter
		ShadowFilterQuality=SFQ_High
		bSynthesizeSHLight=TRUE
	End Object
	Components.Add(MyLightEnvironment)

    Begin Object Class=SkeletalMeshComponent Name=InitialSkeletalMesh
		CastShadow=true
		bCastDynamicShadow=true
		bOwnerNoSee=false
		LightEnvironment=MyLightEnvironment;
        BlockRigidBody=false;
        CollideActors=false;
        BlockZeroExtent=true;
		PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
		AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_AimOffset'
		AnimSets(1)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
		AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
		SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'
	End Object

	Mesh=InitialSkeletalMesh;
	Components.Add(InitialSkeletalMesh);
}
